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add blender-exporter doc for mesh, skeleton and animation (#1543)

* fix rst attention box

* add exporter doc for mesh skeleton
Lu Jiacheng 7 years ago
parent
commit
6369ae5927

+ 41 - 0
getting_started/workflow/assets/escn_exporter/animation.rst

@@ -0,0 +1,41 @@
+Animation
+=========
+
+Supported Animation
+-------------------
+ - transform animation of all types of object
+ - transform animation of pose bone
+
+Action Lib
+----------
+Every action in object's nla tracks would be exported as
+a separate track and placed in AnimationPlayer.
+
+Placing of AnimationPlayer
+---------------------------
+Godot and Blender have different structure to store animation data.
+In Godot animation data is stored in an AnimationPlayer node, instead
+of in each animated node.
+
+The exporter has an option :code:`Separate AnimationPlayer For Each Object`
+which controls how the exported AnimationPlayers are placed.
+
+.. note::
+    If :code:`Separate AnimationPlayer For Each Object` is **disabled**
+    children of any animated object shares one AnimationPlayer
+
+In the following case, animation data of Mesh is also exported to
+AnimationPlayer "RigAnimation"
+
+.. image:: img/animation_non_sep.jpg
+
+
+.. note::
+    If :code:`Separate AnimationPlayer For Each Object` is **enabled**
+    every animated object got its own AnimationPlayer. It is useful when
+    artists want to play multiple animation concurrently, because one
+    AnimationPlayer node can only play one track at a time.
+
+In the following case, Mesh and Rig have their own AnimationPlayer
+
+.. image:: img/animation_sep.jpg

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getting_started/workflow/assets/escn_exporter/img/animation_non_sep.jpg


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getting_started/workflow/assets/escn_exporter/img/animation_sep.jpg


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getting_started/workflow/assets/escn_exporter/img/armature.jpg


+ 3 - 0
getting_started/workflow/assets/escn_exporter/index.rst

@@ -10,6 +10,9 @@ Details on exporting
    material
    material
    physics
    physics
    lights
    lights
+   mesh
+   skeleton
+   animation
 
 
 
 
 Disabling specific objects
 Disabling specific objects

+ 23 - 0
getting_started/workflow/assets/escn_exporter/mesh.rst

@@ -0,0 +1,23 @@
+Mesh
+====
+
+Modifiers
+---------
+There is an exporting option :code:`Apply Modifiers` to
+control whether mesh modifiers are applied to the exported mesh. 
+
+
+Shape Key
+---------
+Exporting mesh shape key is supported, however exporting each shape key
+is almost like exporting the mesh again, so don't be surprisied
+it takes a relatively long time.
+
+.. warning::
+    A lot of modifiers are not compatible with shape keys
+    (e.g. subsurface modifier), so if you found you have
+    incorrect shape keys exported, try to disable :code:`Apply Modifiers`
+    and do the exporting again. Besides, it is worthwhile to report the
+    incompatible modifier to the `issue list
+    <https://github.com/godotengine/godot-blender-exporter/issues>`__,
+    which helps to develop the exporter to have a more precise check of modifiers.

+ 1 - 1
getting_started/workflow/assets/escn_exporter/physics.rst

@@ -37,7 +37,7 @@ There are the following caveats:
    collision mask is equal to it's collision group. Most of the time, this is
    collision mask is equal to it's collision group. Most of the time, this is
    what you want.
    what you want.
 
 
-.. important
+.. important::
 	To build compound physics shapes, parent together multiple objects with
 	To build compound physics shapes, parent together multiple objects with
 	rigid body enabled. The physics properties are taken from the parent-most
 	rigid body enabled. The physics properties are taken from the parent-most
 	rigid body, and the rest are used as collision shapes.
 	rigid body, and the rest are used as collision shapes.

+ 37 - 0
getting_started/workflow/assets/escn_exporter/skeleton.rst

@@ -0,0 +1,37 @@
+Skeleton
+========
+
+.. image:: img/armature.jpg
+
+Rest Bone
+---------
+
+Armature object in Blender is exported as a Skeleton node along with
+rest position (transform in Godot) of bones. 
+
+.. warning:: 
+    The three check boxes :code:`Inheirt Rotation`, :code:`Inheirt Scale`,
+    :code:`Local Location` (colored in red) must be ticked when building
+    armature in Blender, so that the exported bone transform would be
+    consistant between Blender and Godot
+
+Bone Weights
+------------
+
+Blender put rigged mesh vertices which has no bone weights at its original
+position, but these vertices would be placed at (0, 0, 0) in Godot, which making the mesh
+deformed. Therefore, the exporter would raise an error for any no bone weights vertex
+detected in a rigged mesh.
+
+Non-Deform Bone
+---------------
+
+Note that the non-deform bone can be configured as not exported
+by enable the :code:`Exclude Control Bones`, the deform bone
+checkbox is shown in picture.
+
+
+Bone Attachment
+---------------
+Bone can be parent of object in Blender, this relation is exported
+as a BoneAttachment node in the Godot scene.